The boy guarding the hole tries to hit it with his stick. If he succeeds, he and the boy at the other hole run to each other s places. Should the boy who throws the piece of wood succeed in getting it into the hole, the batsmen are out. Should the Cat fall into the ring or a span beyond, one of the bowlers picks it up, and both run to a hiding-place. They then agree as to which of them should hold the Cat. This must be carried in such a way that it cannot be seen by the batsmen, both boys assuming the same attitude. Both boys then resume their previous places. They kneel down, still keeping the same attitudes. The batsmen, keeping their sticks in the holes, then agree which of the two holds the Cat. One batsman runs across and puts his stick into the hole behind which the boy kneels whom they consider has the Cat, the other then running to his place.
Two other combinations are sometimes introduced in either form of Commerce: A flush, three cards of one suit, ranking next below the straight flush; and a single pair outranking the point. Another variety of Commerce is variously known as _=My Ship Sails; or My Bird Sings=_. The counters have a money value, and three are given to each player. Three cards are dealt, face down, and one at a time. There is no widow. The eldest hand may then exchange one card with the player on his left, who must give his card before seeing the one he is to receive. The exchange goes round to the left. The moment any player finds himself with a flush, three cards of the same suit, regardless of their value, whether dealt to him, or made by exchange, he says: โMy Ship Sails;โ and all exchange is stopped, and the hands are shown. Should there be more than one flush, the pips win, counting ace for 11, and other court-cards for 10 each. If no player has secured a flush after two rounds of exchanges, the hands are shown, and the highest number of pips in the two-card flushes wins the pool.
=_ If the suit selected for the lead contains none of the combinations from which a high card should be led, it is customary with good players to begin with the 4th-best, counting from the top of the suit. This is called the card of uniformity; because it indicates to the partner that there are remaining in the leaderโs hand exactly three cards higher than the one led. From any of the following combinations the proper lead would be the Four:-- [Illustration: ๐ ๐ ๐ ๐ ๐ | ๐ ๐ ๐ ๐ ๐ฝ ๐ป ๐ถ ๐ด ๐ฒ | ๐ฑ ๐ป ๐บ ๐ด ] [Illustration: ๐ซ ๐ช ๐ฉ ๐ค ๐ข | ๐ฎ ๐จ ๐ง ๐ค ๐ ๐ ๐ ๐ ๐ | ๐ ๐ ๐ ๐ ] _=Rules for Leading Short Suits.=_ It will sometimes happen that the only four-card suit in the leaderโs hand will be trumps, which it is not desirable to lead. In such cases, if there is no high-card combination in any of the short suits, it is usual to lead the highest card, unless it is an Ace or King. Many good players will not lead the Queen from a three card suit, unless it is accompanied by the Jack. All such leads are called _=forced=_, and are intended to assist the partner, by playing cards which may strengthen him, although of no use to the leader. The best card should be led from any such combinations as the following:-- [Illustration: ๐ ๐ ๐ | ๐ ๐ ๐ ๐ ๐ ๐ | ๐ ๐ ๐ ๐ซ ๐ฅ ๐ฃ | ๐ท ๐ถ ๐ด ] All these rules for leading apply equally to any position at the table when a player opens his own suit for the first time. _=Rules for Leading Second Round.=_ On the second round of any suit, the player holding the best card should play it; or having several equally the best, one of them.
It is very unusual to pass the deal. The trump is generally turned down, and a _=Grand=_ is played, without any trump suit. This is sometimes called a _=Misรจre Partout=_, or โall-round povertyโ; and the object of each player is to take as few tricks as possible. _=METHOD OF PLAYING.=_ No matter who is the successful bidder, the eldest hand always leads for the first trick, and the others must follow suit if they can, the play proceeding exactly as at Whist. The tricks should be carefully stacked, so that they can be readily counted by any player without calling attention to them. The laws provide a severe penalty for drawing attention to the score in this manner. Suppose a player has called eight tricks. An adversary hesitates in his play, and another reaches over and counts the tricks in front of the caller, finding he has seven. This is tantamount to saying to the player who hesitates: โIf you donโt win that trick, the call succeed.
The breaking down of the Bridge was announced as the dancers moved round in a circle hand in hand, and the question, How shall we build it up again? was chanted by the leader while the rest stood still. This correspondent also sent the tune the children sang, which is printed in the _Chronicles of London Bridge_. This was evidently the same game, but it would appear that the verses have also been used as a song, and it would be interesting to find out which is the more ancient of the two--the song or the game; and to do this it is necessary that we should know something of the history of the song. A correspondent of _Notes and Queries_ (ii. 338) speaks of it as a lullaby song well known in the southern part of Kent and in Lincolnshire. In the _Gentleman s Magazine_ (1823, Part II. p. 232) appeared the following interesting note:-- The projected demolition of London Bridge recalls to my mind the introductory lines of an old ballad which more than seventy years ago I heard plaintively warbled by a lady who was born in the reign of Charles II., and who lived till nearly the end of that of George II. I now transcribe the lines, not as possessing any great intrinsic merit, but in the hope of learning from some intelligent correspondent the name of the author and the story which gave rise to the ballad, for it probably originated in some accident that happened to the old bridge.
To win _=Nine Tricks=_. To lose 12 tricks, after having discarded a card which is not to be shown; the single playerโs remaining twelve cards being exposed face up on the table, but not liable to be called; _=Little Spread=_. To win _=Ten Tricks=_. To lose every trick, no trump suit, the single playerโs cards being exposed on the table, but not liable to be called; _=Grand Spread=_. To win _=Eleven Tricks=_. To win _=Twelve Tricks=_. To win 13 tricks; _=Slam=_. To win 13 tricks, the single playerโs cards exposed face up on the table, but not liable to be called; _=Spread Slam=_. The object of the bidder, if successful in securing the privilege of playing, is to win or lose the proposed number of tricks, against the combined efforts of his adversaries. Having once made a bid, he must play it unless he is over-called.
=_ An adversary should get rid of some one suit, if possible; for when that suit is afterwards led he will have free choice of his discards in the other suits. Short suits should be discarded in preference to high cards in long suits, unless the cards in the short suit are very low. Discards give great information to the adversaries if the rule is followed to discard the highest of a suit; because all cards higher than those discarded must be between the two other adversaries and the caller, and each adversary is thus furnished with a guide. It is useless to discard a suit of which the caller is void; and it is best to keep discarding from one suit until it is exhausted, or only the deuce remains. The trump signal is frequently used in discarding to indicate that the signaller wishes to get into the lead. _=Returning Suits.=_ Whether or not to return a partnerโs lead may often be decided by inferences from the fall of the cards. It is frequently an easy matter to locate the cards in the various suits, if it is borne in mind that adversaries who play after the caller get rid of their highest cards. For instance: Right leads the 9; caller plays the 5; left the 10; and the last player finds he holds K Q J 6 of the suit. He should know that the caller has nothing between the 5 and the 9, and must have the Ace; so his cards were probably A 5 4 3 2.
With any other honours than the Ace, pass a partnerโs Jack led. If partner leads you a suit of which he knows, or should know, you have not the best, he must have a good finesse in the suit which he does not lead, and you should take the first opportunity to lead that suit to him. In returning partnerโs suits, some modification may be suggested by the condition of Dummyโs hand. For instance: With K x x; Dummy having A Q J x; if you win, third hand, on Dummyโs finesse, you may be sure your partnerโs lead was a weak suit. If Dummy is weak in the two other plain suits, your partner may have a good finesse in one or both of them. When your partner wins the first round of an adverse suit, and immediately returns it, he is inviting a force. _=Dummy on the Left.=_ When the player is third hand with Dummy on his left, his chief care will be to divine his partnerโs object in leading certain cards up to Dummy. The general principles of inference are the same as in the preceding case, and cards may often be inferred in the same manner from the evident intention of partner. For instance: You hold K x x; partner leads J, declarer covering with Queen.
If the winners take every trick, making 130 points, they score three. Sometimes an extra point is scored for winning the Ten of trumps: but such a count is quite foreign to the game. NATIONAL GAMES. There are certain games of cards which do not seem to belong to any particular family, but stand apart from other games, and have been played since their first invention with only trifling variations, giving rise to no offshoots bearing other names. These are usually the most popular games with the middle and lower classes in the countries in which they are found, and may be considered as distinctly national in character. Games that become popular with the masses always last longer than others, and the rules governing them are much better understood, and more firmly established. In the course of a century the English aristocracy have run the gamut of Quadrille, Ombre, Whist, รcartรฉ, Bรฉzique, Piquet, Rubicon, and Bridge; while the middle classes have stuck steadily to Cribbage for nearly two hundred years. Six of these popular games are strikingly typical of the national character, both in their construction, and in the manner of playing them. These are: Skat in Germany; Cribbage in England; Piquet in France; Conquian in Mexico; Calabrasella in Italy; and Cassino in America. All these are excellent games, and have deservedly survived much more pretentious rivals.
If the striker play with the wrong ball, he shall be penalized in the value of the black ball. 21. If the striker touch a ball in play otherwise than in the proper manner laid down in these Rules, he cannot score and the balls shall be replaced. After the balls are replaced the stroke must be played, if the striker was still in play when the ball was moved or touched, and he is subject to any other penalty he may incur. Should he touch a ball after the completion of any stroke, _i.e._, when the balls have become stationary, his scores from previous strokes shall hold good. 22. If the striker force any of the red or pool balls off the table, he shall be penalized in the value of the ball or balls so forced off. Should the ball or balls forced off the table be struck out of order, or of inferior value to the ball that should have been struck, the latter ball shall govern the penalty.
Keeling the Pot Brockett mentions that a friend informed him that he had seen a game played amongst children in Northumberland the subject of which was Keeling the Pot. A girl comes in exclaiming, Mother, mother, the pot s boiling ower. The answer is, Then get the ladle and keel it. The difficulty is to get the ladle, which is up a height, and the steul wants a leg, and the joiner is either sick or dead (_Glossary North Country Words_). A sentence from _Love s Labours Lost_, While greasy Joan doth keel the pot, illustrates the use of the term keel. See Mother, Mother, the Pot Boils over. Keppy Ball In former times it was customary every year, at Easter and Whitsuntide, for the mayor, aldermen, and sheriff of Newcastle, attended by the burgesses, to go in state to a place called the Forth, a sort of mall, to countenance, if not to join in the play of Keppy ba and other sports. This diversion is still in part kept up by the young people of the town (Brockett s _North Country Words_). It is also mentioned in Peacock s _Manley and Corringham Glossary_, and in Ross and Stead s _Holderness Glossary_. Mr.
254). (_b_) A ring is formed, one child in the centre. The ring sing the first verse, and then the centre child chooses one from the ring. The chosen pair kiss when the ring has sung the second. The first child then joins the ring, and the game begins again. In the Barnes version the centre child calls one to her from the ring by singing the second verse and naming the child she chooses. (_c_) A version from Lady C. Gurdon s _Suffolk County Folk-lore_ (p. 62) is the same as previous versions, except that it ends-- Now you re married you must be good Make your husband chop the wood; Chop it fine and bring it in, Give three kisses in the ring. Other versions are much the same as the examples given.
DURHAM { Brockett s _North Country Words_, ed. { 1846. Gainford Miss Eddleston. South Shields Miss Blair. ESSEX-- Bocking _Folk-lore Record_, vol. iii. pt. 2. Colchester Miss G. M.